/*
 * The MIT License (MIT)
 *
 * Copyright (C) 2004-2013 Paulo Silva <paulo.jnkml@gmail.com>
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */

#ifndef SAVEHELPER_HPP
#define SAVEHELPER_HPP

#include "Blender.hpp"


/**
 * @brief The SaveHelper class saves the Blender state and loads a new state,
 * designed to be used with saving the animation to an animation.
 * This new state will be active between SaveHelper to ~SaveHelper.
 * Then the object is destroyed the old blender state will be loaded again.
 */
class SaveHelper {
public:
    SaveHelper(Blender* const blender, const unsigned max_fps);

    ~SaveHelper();

    /// in max_fps over fps ratio
    unsigned delay() const;


private:
    void saveBlenderState();
    void loadBlenderState();
    void setup();


private:
    Blender* _blender;
    // Old blender state. No need to consider if it's animated,
    // as the stepping is independent of that.
    Blender::AnimDir _anim_dir;
    bool _animated;
    unsigned _fps;
    float _t;
    unsigned _max_fps;
};

#endif // SAVEHELPER_HPP
